Jon Bilgewater the Pirate King 50% done behavior with working bird shield

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Jon Bilgewater the Pirate King 50% done behavior with working bird shield
Hi my names Doctorcheerio and I got bored one day and made this hope you enjoy it , sorry its not very organized. . Also this is my first ever non comment post so Idk how to do anything fancy ._. so i'm just gonna put what you need below:


for addition:
Code:
<Object type="0xf85" id="Jon Bilgewater the Pirate King">
    <Group>ep1</Group>
    <Enemy/>
    <Class>Character</Class>
    <AnimatedTexture>
      <File>chars16x16dMountains2</File>
      <Index>5</Index>
    </AnimatedTexture>
    <HitSound>monster/ghost_god_hit</HitSound>
    <DeathSound>monster/ghost_god_death</DeathSound>
    <Size>200</Size>
    <MaxHitPoints>90000</MaxHitPoints>
    <Defense>30</Defense>

    <Projectile id="0">
      <ObjectId>Gold Bullet</ObjectId>
      <Damage>150</Damage>
      <Speed>50</Speed>
      <LifetimeMS>1500</LifetimeMS>
      <Size>110</Size>
    </Projectile>

    <Projectile id="1">
      <ObjectId>Black Ball</ObjectId>
      <Damage>250</Damage>
      <Speed>130</Speed>
      <LifetimeMS>2700</LifetimeMS>
    </Projectile>


    <Projectile id="1">
      <ObjectId>Black Ball</ObjectId>
      <Damage>250</Damage>
      <Speed>50</Speed>
      <LifetimeMS>2700</LifetimeMS>
    </Projectile>

  </Object>


  <Object type="0xf84" id="Parrot Cage">
    <Class>Character</Class>
    <Enemy/>
    <Texture>
      <File>lofiObjBig</File>
      <Index>0x58</Index>
    </Texture>
    <Static/>
    <HitSound>monster/cubes_hit</HitSound>
    <DeathSound>monster/cubes_death</DeathSound>
    <MaxHitPoints>99999</MaxHitPoints>
    <Defense>900</Defense>
    <Cube/>
    <Projectile id="0">
      <ObjectId>Red Fire</ObjectId>
      <Speed>100</Speed>
      <Damage>100</Damage>
      <LifetimeMS>5000</LifetimeMS>

    </Projectile>
    <Projectile id="1">
      <ObjectId>Fire Bolt</ObjectId>
      <Speed>80</Speed>
      <Damage>30</Damage>

      <LifetimeMS>5000</LifetimeMS>
    </Projectile>
    <Size>100</Size>
    <XpMult>0.1</XpMult>
  </Object>







  <Object type="0xf83" id="Healing Bird">
    <Group>ep</Group>
    <Enemy/>
    <Class>Character</Class>
    <Texture>
      <File>lofiObj6</File>
      <Index>0x7d</Index>
    </Texture>
    <HitSound>monster/scorpions_hit</HitSound>
    <DeathSound>monster/scorpions_death</DeathSound>
    <Projectile id="0">
      <ObjectId>hawk shot</ObjectId>
      <Speed>100</Speed>
      <Damage>40</Damage>
      <LifetimeMS>300</LifetimeMS>
      <ConditionEffect duration="1">Slowed</ConditionEffect>
    </Projectile>
    <Size>100</Size>
    <MaxHitPoints>1500</MaxHitPoints>
    <Defense>20</Defense>
    <Terrain>ShoreSand</Terrain>
    <Quest/>
    <Level>1</Level>
    <XpMult>2</XpMult>
    <SpawnProb>0.75</SpawnProb>

  </Object>









  <Object type="0xf80" id="Attack Bird">
    <Group>ep</Group>
    <Enemy/>
    <Class>Character</Class>
    <Texture>
      <File>lofiObj6</File>
      <Index>0x7e</Index>
    </Texture>
    <HitSound>monster/scorpions_hit</HitSound>
    <DeathSound>monster/scorpions_death</DeathSound>
    <Projectile id="0">
      <ObjectId>hawk shot</ObjectId>
      <Speed>100</Speed>
      <Damage>40</Damage>
      <LifetimeMS>300</LifetimeMS>
      <ConditionEffect duration="1">Slowed</ConditionEffect>
    </Projectile>
    <Size>100</Size>
    <MaxHitPoints>1500</MaxHitPoints>
    <Defense>20</Defense>
    <Terrain>ShoreSand</Terrain>
    <Quest/>
    <Level>1</Level>
    <XpMult>2</XpMult>
    <SpawnProb>0.75</SpawnProb>

  </Object>



 



  <Object type="0xf81" id="Healing Bird 2">
    <Group>ep2</Group>
    <Enemy/>
    <Class>Character</Class>
    <Texture>
      <File>lofiObj6</File>
      <Index>0x7d</Index>
    </Texture>
    <HitSound>monster/scorpions_hit</HitSound>
    <DeathSound>monster/scorpions_death</DeathSound>
    <Projectile id="0">
      <ObjectId>hawk shot</ObjectId>
      <Speed>100</Speed>
      <Damage>40</Damage>
      <LifetimeMS>300</LifetimeMS>
    </Projectile>
    <Size>120</Size>
    <MaxHitPoints>1500</MaxHitPoints>
    <Defense>20</Defense>
    <Terrain>ShoreSand</Terrain>
    <Quest/>
    <Level>1</Level>
    <XpMult>2</XpMult>
    <SpawnProb>0.75</SpawnProb>

  </Object>

  <Object type="0xf82" id="Attack Bird 2">
    <Group>ep2</Group>
    <Enemy/>
    <Class>Character</Class>
    <Texture>
      <File>lofiObj6</File>
      <Index>0x7e</Index>
    </Texture>
    <HitSound>monster/scorpions_hit</HitSound>
    <DeathSound>monster/scorpions_death</DeathSound>
    <Projectile id="0">
      <ObjectId>hawk shot</ObjectId>
      <Speed>100</Speed>
      <Damage>40</Damage>
      <LifetimeMS>300</LifetimeMS>
      <ConditionEffect duration="1">Slowed</ConditionEffect>
    </Projectile>
    <Size>120</Size>
    <MaxHitPoints>1500</MaxHitPoints>
    <Defense>20</Defense>
    <Terrain>ShoreSand</Terrain>
    <Quest/>
    <Level>1</Level>
    <XpMult>2</XpMult>
    <SpawnProb>0.75</SpawnProb>

  </Object>


You may will need to add the sprites to the client and all that stuff. The projectiles for the birds are different to so change them if you want.






Behavior (for birds , boss, bird cage,):

Code:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using wServer.realm;
using wServer.logic.attack;
using wServer.logic.movement;
using wServer.logic.loot;
using wServer.logic.taunt;
using wServer.logic.cond;

namespace wServer.logic
{
    partial class BehaviorDb
    {
        static _ JonBilgewaterthePirateKing = Behav()
            .Init(0xf85, Behaves("Jon Bilgewater the Pirate King",

            new RunBehaviors(
                       


                        Cooldown.Instance(15000, new SimpleTaunt("Check out AWESOME CANNON CLUSTER!"))
                        
                    ),
                    new RunBehaviors(
                        HpGreaterEqual.Instance(15000,
                            new RunBehaviors(
                                
                               Cooldown.Instance(3000, PredictiveMultiAttack.Instance(25, 10 * (float)Math.PI / 180, 9, 1, projectileIndex: 0)),
                       Cooldown.Instance(1500, RingAttack.Instance(10, 7, 0, projectileIndex: 1))
                            )
                        ),
                        HpLesserPercent.Instance(0.5f,
                          new RunBehaviors(
                          Cooldown.Instance(1500, RingAttack.Instance(10, 7, 0, projectileIndex: 2)),
                       
                         Cooldown.Instance(1500, RingAttack.Instance(10, 7, 0, projectileIndex: 1))
                        
                            )
                        
                            )
                        ),


                    loot: new LootBehavior(LootDef.Empty,
                 Tuple.Create(100, new LootDef(0, 3, 0, 8,
                 Tuple.Create(1.00, (ILoot)new ItemLoot("Ancient Stone Sword"))
                 )))));


        static _ ParrotCage = Behav()
                      .Init(0xf84, Behaves("Parrot Cage",
                           new RunBehaviors(

                              Once.Instance(new SetKey(-1, 1))
                              ),

        #region cage circle

 IfEqual.Instance(-1, 1,
                                     new RunBehaviors(

                                Reproduce.Instance(0xf83, 5, 500, 5),
                                Reproduce.Instance(0xf80, 5, 500, 5),
                                    OrderGroup.Instance(30, "ep2", Despawn.Instance),
                                     new QueuedBehavior(
                                         CooldownExact.Instance(10000),
                                         new SetKey(-1, 2)
                                         ))),

        #endregion

        #region boss circle

 IfEqual.Instance(-1, 2,
                                     new RunBehaviors(
                                Reproduce.Instance(0xf81, 1, 100, 7),
                                Reproduce.Instance(0xf82, 1, 100, 7),
                                    OrderGroup.Instance(30, "ep", Despawn.Instance),

                                     new QueuedBehavior(
                                         CooldownExact.Instance(10000),
                                         new SetKey(-1, 1)
                                         )))

        #endregion

));


        static _ HealingParrot = Behav()
      .Init(0xf83, Behaves("Healing Parrot",
               new RunBehaviors(
                   Cooldown.Instance(1000, SimpleAttack.Instance(10, projectileIndex: 0)),
            //Cooldown.Instance(5000, HealGroup.Instance(7, 500, "ep1")),
                   Circling.Instance(2.5f, 25, 7, 0xf84)
               ),


              IfNot.Instance(
                   Chasing.Instance(2, 10, 5, 0x0941),
                   Circling.Instance(7.5f, 25, 7, 0xd38)

                   )
           ));


        static _ AttackParrot = Behav()
      .Init(0xf80, Behaves("Attack Parrot",
               new RunBehaviors(
                   Cooldown.Instance(1000, SimpleAttack.Instance(10, projectileIndex: 0)),
                   Circling.Instance(2.5f, 25, 7, 0xf84)
               ),


               IfNot.Instance(
                   Chasing.Instance(2, 10, 5, 0x0941),
                   Circling.Instance(7.5f, 25, 7, 0xd38)

                   )
           ));



        static _ HealingParrot2 = Behav()
        .Init(0xf81, Behaves("Healing Parrot 2",
                 new RunBehaviors(
                     Cooldown.Instance(1000, SimpleAttack.Instance(10, projectileIndex: 0)),
            //Cooldown.Instance(5000, HealGroup.Instance(7, 500, "ep1")),
                     Circling.Instance(2.5f, 25, 7, 0xf85)
                 ),


                 IfNot.Instance(
                     Chasing.Instance(2, 10, 5, 0x0941),
                     Circling.Instance(7.5f, 25, 7, 0xd38)

                     )
             ));


        static _ AttackParrot2 = Behav()
      .Init(0xf82, Behaves("Attack Parrot 2",
               new RunBehaviors(
                   Cooldown.Instance(1000, SimpleAttack.Instance(10, projectileIndex: 0)),
                   Circling.Instance(2.5f, 25, 7, 0xf85)
               ),


               IfNot.Instance(
                   Chasing.Instance(2, 10, 5, 0x0941),
                   Circling.Instance(7.5f, 25, 7, 0xd38)

                   )
           ));


    }
}


Wish I was better at making posts but yeah... sorry. Anyways enjoy the codes
cheese
There a video of the working thing just as proof on my youtube channel if you search doctorcheerio.
cant post links so yeah...
Maybe using code tags would be good for us
It's good to see that people still can share behaviors with the community. Gives a lot less tedious scripting work to those who actually code.
This is great. Thanks @Doctorcherio

Worth a reputation point

Now to get the textures for it
Quote Originally Posted by Ahl View Post
This is great. Thanks @Doctorcherio

Worth a reputation point

Now to get the textures for it


for the textures just get a client of the prod version and export the pictures that you need it saves alot of time
Quote Originally Posted by Doctorcherio View Post
for the textures just get a client of the prod version and export the pictures that you need it saves alot of time
So how do we do this?
Quote Originally Posted by LCraft303 View Post
So how do we do this?
Step 1.) Get the AGCLoader from the website or take a hacked client from MPGH.
Step 2.) If necessary, use RABCDASM tools to decompress the swf. (most likely not needed)
Step 3.) Use SoThink SWF Decompiler or another decompiler to extract the images.
Step 4.) Use the images as textures for your server.

(I happen to be very fond of step lists.)
Quote Originally Posted by LCraft303 View Post
So how do we do this?
Step 1.) Get the AGCLoader from the website or take a hacked client from MPGH.
Step 2.) If necessary, use RABCDASM tools to decompress the swf. (most likely not needed)
Step 3.) Use SoThink SWF Decompiler or another decompiler to extract the images.
Step 4.) Use the images as textures for your server.

(I happen to be very fond of step lists.)
Quote Originally Posted by Doctorcherio View Post
Hi my names Doctorcheerio
Liar .
Quote Originally Posted by Doctorcherio View Post
for the textures just get a client of the prod version
I think all the dungeon sprites from Mad Lab and newer are copyright to Kabam, but I guess no one cares about that stuff these days.
Quote Originally Posted by Stellar Spark View Post


I think all the dungeon sprites from Mad Lab and newer are copyright to Kabam, but I guess no one cares about that stuff these days.
Well it could be but oh well we could just change one little tiny color and it would be ours for keeping
Quote Originally Posted by Stellar Spark View Post
I think all the dungeon sprites from Mad Lab and newer are copyright to Kabam
I think that Realm of the Mad God is copyright to Kabam
Quote Originally Posted by CrazyJani View Post
I think that Realm of the Mad God is copyright to Kabam
We could just forget about Oryx's sprites...
Honestly, Who cares about if the new dungeon sprites are copyright to kabam? I don't care about that at all.
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